CampusParc, the entity that manages and operates The Ohio State University’s parking assets under a long-term lease, engaged students and faculty in the university’s Department of Design to determine how its brand, services, and parking environments can contribute to a more positive parking experience in garages and surface lots–particularly for visitors to the main campus. This year-long collaboration involved multiple design-definition sessions between design faculty and a CampusParc design strategy team, an 8-week graduate/undergraduate design-led summer workshop, and a full semester Advanced Visual Communication Design Studio course. The outcomes included discovery themes, user journey maps, observation findings, problem statements, design opportunity proposals, and concept prototypes. Throughout this process, the students worked with, presented to, and received feedback from design faculty and CampusParc representatives. Students engaged stakeholders, university staff, and transient (visiting) parkers. By immersing students into a complex practice-based project, the students applied their design research and service design thinking in environmental graphics and branding. CampusParc is realizing new design opportunities, embracing proposed design themes and concepts, and shifting their role from a ‘utility’ to a ‘service’ provider. This new mindset is contributing to CampusParc’s interest in enhancing relationship building and crafting a friendly and approachable brand language that interjects a sense of delight. This paper captures this collaboration and presents the student-led design solutions as a case study that can serve as a model for future professional academic collaborations.
The authors performed a usability improvement study for a shoulder continuous passive motion (CPM) rehabilitation device based on the usability engineering process of IEC 62366, a mandatory standard for the development of medical devices. To enhance the usability of the entire development process for a shoulder CPM device, the authors 1) performed user research to determine design requirements and 2) evaluated the usability of the device. Requirements for a shoulder CPM device were derived through rehabilitation device comparisons, functional analysis, context inquiry and observation, and interviews. The authors used expert reviews and comparison usability evaluation methods for shoulder CPM prototyping. The methods and techniques of these design researches were declared in IEC 62366, but IEC 62366 does not include any guideline in detail. The results of this study can be used to guide the development of a user interface that meets the level of usability standards required for medical devices.
The rapid development of IoT technology has accelerated the growth of smart services. Despite the proliferation of smart services, academic research is still in its early stage particularly in terms of service experience and service design. Concerning a service experience viewpoint, it is essential to consider the context and environment of smart services, namely “smart servicescape,” as this can influence users’ entire experience.
Moreover, the smart servicescape will have different characteristics due to the convergence of online and offline connected environments. With this background, this study aimed to propose a framework for the smart servicescape by identifying new dimensions that reflect the characteristics of smart services.
Accordingly, an initial analytic framework of service experience blueprint was established on the basis of the conventional servicescape and service blueprinting. Twenty movie clips on smart home services officially produced by ICT corporations were collected, were analyzed through grounded theory, and were classified according to the analytic framework. Through a series of qualitative analysis, the framework structure was improved to make it more suitable for the smart servicescape. Finally, this study proposed a framework for the smart servicescape derived from the smart home service experience blueprint. The values of this framework can be identified in two aspects: (1) by identifying new dimensions to reflect the characteristics of smart services such as Smart device, Datascape, and Connected scape; and
(2) by suggesting the structure of the service experience blueprint infused with the perspective of service experience, which consists of service encounters and the servicescape.
Lately, various kinds of intelligent products have been invented, and to play a part in the “intelligent” era, I designed an intelligent nursing bottle which can help a user when making up a bottle for a baby in middle of the night. The intelligent nursing bottle, Easybottle is a behaviour induce interaction product, which means that it motivates a user to do something with pleasure. As a mother of one year old, I learned that it is very important for a caregiver to feel satisfied in order to nurse a baby from the heart. Easybottle provides sound modality to notify the caregiver how much water she should pour when mixing powdered formula with water so she does not need to feel agitated to read bottle markings in middle of the night when her eyes are not fully awake.
The methodology that I applied is metaphor. As metaphors, I chose two different sounds to compare; sound of water pouring and sound of a car’s proximity sensor. The main goal was to define more useful interface for Easybottle.
I conducted quantitative within-participants experiment. This study explored whether lifelike sound works better or artificial sound works better as an indication interface. Participants evaluated the water pouring sound interface more positively than a car’s proximity sensor sound interface. Lifelike and hedonic factor appeared to be attractive to the participants and it implies that even though Easybottle is an electronic product, participants appreciate more when it reminds them of nature. Also, entertainment factor is important when doing a chore.
The deterioration of linguistic abilities is a natural phenomenon along with aging. Therefore, various assessment tools have been developed to measure linguistic abilities of seniors and diagnose degenerative diseases such as dementia. Although most of the tools are composed of images, there are not many studies focusing on the visual design, which could significantly affect performance of the subject. In this regard, this research aims to suggest a design guideline for linguistic ability assessment tools concerning the key characteristics of the elderly, focusing on visual contents and interface.
Existing related researches were mostly conducted in English-speaking countries. In order to assess the language processing abilities of Korean-speaking elders more accurately, it is necessary to develop language processing assessment tools that reflect the unique linguistic features and structure of the Korean language. Regarding the existing tools, there is a lack of research on aging, focusing
on ‘verb naming.
In the literature review section, the paper investigated the physical, cognitive and emotional characteristics of the elderly and extracted the key elements to consider when designing for the elderly. Also, design principles were found based on case studies and problem analysis of the existing assessment tools for language processing abilities. Lastly, we created a prototype model using ‘verb naming.’ Using the model, we have conducted an experiment and comparative analysis between different age groups to verify the validity of contents.
In conclusion, we provided a design guideline for visual contents and interface of linguistic assessment tools, focusing on elderly users.
The concept of design thinking has received increasing attention during recent years, particularly from managers around the world. However, despite being the subject of a vast number of articles and books stating its importance, the effectiveness of this approach is unclear, as the claims about the concept are not grounded on empirical studies or evaluations. In this study, we investigated the perceptions of six design thinking methods of 21 managers in the agriculture industry as they explored employee and business-related problems and solutions using these tools in a 6-hour workshop. The results from pre and post-survey responses suggest that the managers agreed on the value design thinking could bring to their own domains and were able to articulate on how they can use them in solving problems. We conclude by proposing directions for research to further explore adaptation of design thinking for the management practice context.
This project is being built on the site of a thousand-year-old mosque, one of five sacred places in Iraq. People visit the place to pray, not simply because it is an old mosque, but rather because they think that the last descendant of the Prophet Mohammed will eventually be resurrected with Jesus Christ and will pray there. In 2006, an architect was hired to design the building. The premises were: 1) the design should promote the concept of sacredness, 2) this project should show belonging to the society, and 3) it should last for centuries. The results
were controversial, however, by the time it was revealed to the public, the foundations had already been casted, in the hopes that people would eventually accept it. On the contrary, visitors and pilgrims became upset and began to protest the design. The construction process was thus halted in 2008, and we were hired to utilize the same foundations for a new design, one that fitted with the pilgrims' notions of “sacredness”. We began the project by surveying people’s ideas about what mosques on “holy” sites might look like, determining what a “sacred” place meant to them, and why some places are “sacred.” We discovered that most
people think that “sacred” places should seem old. They also singled out some “sacred” examples for us. All these examples have one characteristic: the all hide “a certain kind of mystery”. We studied those examples and then developed our proposal, it was approved in 2011 and will be opened for public in 2018.
This study aims to explore the difficulties of preserving cultural heritage in rural areas and to inform better designs of computer systems to support such preservation. In this case study, we observed and documented craft cultures in three rural villages in China. Our methods include photo-ethnography, interview and observation. From analyzing various types of data, we were able to identify issues of cultural heritage preservation, including cultural identity and values. We propose a conceptual system design for an installation and software connecting rural craftspeople and people who appreciate crafts, as a means of fostering a mutual relationship of support and appreciation. We believe this relationship can help preserve cultural heritage in rural areas. Some of the system installation elements were prototyped in scale models. The paper’s primary contribution is the design field research, analysis of design field research, and conceptualization.
This research expected to innovation designs can develop by more detail user-experience, that also reduce users unfamiliar and depressed; therefore, we investigated that people cognitive process on operated daily commodities, and we planned a tool to analyze users the area of contact and frequency. In experiment, we selected three objects whose size and shape are similar but haven’t limited way of operation. After that, we excluded feature of shape and make them consistent. We studied 30 participants response to operation and affordance, and analysis that by qualitative and quantitative. The result showed the participants have consistent posture of grasp, area of contact and way of operation in the same experimental situation; in addition, even the grip are the same, but following different functional parts, users still response a corresponding way of operation. So we suggest that shape only be as one of design factors on simple design style, and not the main factor. Designer should find other design techniques to enhance the user’s cognitive operation.
Starting or growing a co-op/internship program can be intimidating; for both educators and potential employer partners. In an effort to learn the pain points for both parties, opportunities
to break down barriers and build bridges, and identify actionable steps to get started, faculty from the University of Cincinnati’s Division of Experience-Based Learning and Career Education conducted a two-year research project with 65 co-op and internship employers from more 15 unique industry clusters, and 50 university faculty and staff representing 24 unique institutions. This poster will graphically share the resulting findings from more than 1250 qualitative responses, and generate discussion on the educational pedagogy of creating best practices for employer partners. Find out what “the survey says”!
In a few years, the number of apparatuses with touch panel displays like smartphones will increase. People who are visually impaired, hearing impaired and disabled can use tactile feedback for receiving incoming communications. However, opportunities for tactile feedback applications are limited.
Our hypotheses follow: as there are haptics patterns suitable for use cases, we will design haptics samples of tactile feedback and inspect their effectiveness. This study focuses on haptics patterns showing a relationship between the user’s impression and various use situations. Previous studies have been insufficient, so our target subjects inspected a limited number of objects.
This study consists of two inspections:
1) We collected various haptics patterns that users had defined and analyzed the first inspection. For the next inspection, we manufactured a smartphone prototype. We matched the impression of eight haptics patterns types that we got from the subjects in the first analysis with different situations and tested various replies.
Tests were repeated and recorded for various situations. As different haptics vibrations were added to emails, we inspected whether subjects could distinguish a difference in their meanings. Thus, we added different haptics patterns that corresponded to various situations. We concluded the hypothesis was effective for subjects. We could inspect the hypotheses in relation to subjects’ impressions of the haptics pattern.
2) Additionally, we obtained different results between elders and youths. Consequently, we suggested design guidelines for the new tactile feedback of the smartphone application. We suspect that haptics will be possible for a variety of interactive designs.
This paper introduces academic research into conceptual apparel and fashion narratives that are inspired by diverse art and media aesthetics for unique collection stories. Distinct photography forms the design continuum with photo-real imagery carefully mapped onto patterns, creating fabric textures and garment shapes. They concentrate in their content on investigating place and space as a shared environment. The actual design practice is therefore embedded in a reflective discourse that is driven by exploring textiles as a social, factual or cultural platform for meaning and narrative. Fabric is treated as a screen and canvas for a collage of visual information, cultural environment, collective memory and association. In contextualizing this multi-disciplinary approach, wider theoretical implications and readings of narrative imagery in textile, fashion design and art are cross-referenced. A focus is on particular limited editions as a research model and case study within this practice. Bespoke ranges have been commissioned by partners in creative industries that explore site-specific histories and new insights for design outputs. They have been exhibited at international fashion weeks as well as in museum and gallery contexts. As a second outcome they have also played an important role by being commercialized in an academic spinout company and intersecting research strategy with academic enterprise. This is referenced in this context as an underlying support structure for dissemination of above experimentation.
The mental model is a well-known subject discussed by Norman. But problems of everyday things continue to exist. In fact, it is almost impossible to provide a coherent conceptual model for individual users, especially when an increasing number of technology-embedded artifacts have created new interactivities nowadays. In this paper, the classical user interface problem of a gas stove’s spatial mapping will be used to demonstrate how interactivity could be tamed by using the concept of feedforward. Feedforward is an important element to consider because it provides clear and instant affordance, leading to a mistake-free user experience.
This paper discusses feedforward based on the utilitarian perspective. The Previewable system will be introduced to compare the performance among conventional, touch-enabled, and hover-enabled gas stoves. Findings from a comparison analysis of its performance, its state of action, and the subjective experience will be shared. Furthermore, aspects of feedforward open up a venue in which to discuss its influence on the interpersonal and power relations that exist between artifacts and users with a design guide. The latent potential of feedforward leaves a lot to be discussed, but the findings in this paper strengthen the case for feedforward and lead to a glimpse of look at feedforward in context-aware.
Packaging is an essential element of design for both consumers and businesses. Product packaging functions both as a communication tool for product information and for brand messages. In addition, the role of visual elements and messages on snack packages are not well understood. This is particularly true from the standpoint of influencing the selection of snack food in children, even though there has been growth in the economic power of children as a consumer group. Therefore, this study examines: 1) the role of design variables such as typography, images, and the stylistic combination of these visual elements in affecting children’s snack food selection; 2) the role of health messages on children’s snack food selections; and 3) the role of perceived ‘healthiness’ in influencing children’s snack food selections. Digitally- simulated snack package images were created and sixty children ages 9 to13 were recruited for this study. From these design variables, ‘preferred-selections’ and ‘perceived healthy-selection’ of children in this age group were identified.
The profession of industrial/product design has the capacity to support wealth generation through a product-driven supply chain that extends across services that include manufacturing, distribution, sales and maintenance. Moving away from the more typical manufacturing approaches of developed countries, where the resources available to support designers employ advanced technologies and materials, this paper discusses an on-going UK Arts and Humanities Research Council-funded project to explore ways in which industrial/product design can provide opportunities for entrepreneurship and employment in countries on the Organisation for Economic Co-operation and Development (OECD) Development Assistance Committee (DAC) List and receive Overseas Development Assistance (ODA). Through practice-lad research with participants from Uganda, Kenya, Indonesia and Turkey; industrial/product design educators/researchers/practitioners shared knowledge and expertise and engaged in creative activity to translate propositions into proposals with the potential for manufacture in each of the four countries. The findings, articulated product visualisations, indicate significant potential to support manufacturing in countries in a variety of levels of economic development by adding value to the packaging of traditional foods; integrating low-cost imported components to add value to indigenous crafts and materials; producing contemporary furniture designs using materials that can be considered as traditional materials; and employing unorthodox and unexpected materials.
Based on a sound research plan, qualitative user data help designers understand needs, behaviors, and frustrations of a target user group. However, when a design team attempts to design for unfamiliar target groups, it is extremely difficult to accurately observe and understand them by simply using traditional research methods such as interviews and observation. As a result, the quality of user research data can be called into a question, which leads to unsatisfying design solutions. Inspired by a fiction writer’s technique of generating stories together with readers, we present the new method, Group Storymaking, that supports designers to quickly gain broad and clear understanding of an unfamiliar target group throughout a story-making activity with actual users. We envision Group Storymaking as a new user study method that designers can easily implement to learn about an unfamiliar target, involving actual users in a research process with less time and cost commitment.
IASDR 2017 Guest Speaker
Kit Zhang is a Senior User Experience Designer and Design Manager at Amazon. She is currently working on Amazon Fashion’s personalized shopping experience, including Amazon's fashion service, “Prime Wardrobe”.
She was the solo designer and researcher on the launch team of Amazon’s first brick-and-mortar "Bookstore". Throughout her three year journey at Amazon, she has been advocating for design research through collaboration with researchers, as well as pioneering new research methodologies as a designer on startup-mode teams.
Kit has nine years of design industry experience in consultancies and corporations. She has designed and launched various consumer facing and enterprise products. Kit has a Master of Design degree from the University of Cincinnati, College of DAAP.
This paper expounds the background of Chinese design education as well as the orientation of the design education of Tongji University in the new times, it also collects 458 master thesis of College of Design and Innovation during 2010-2016 as analyzed sample. Based on the coding of subject classification, quantitative analysis and content analysis are made in order to understand the interdisciplinary education status of College of Design and Innovation from the two perspectives: the overall cross-disciplinary performance and the relationship between different cross-disciplinary directions.
*Use Related Links URL to access presentation video
Seattle Cancer Care Alliance and Premera Blue Cross show you how we conducted design research to build a collective understanding of the cancer care experience. We will provide detailed instructions, with checklists, on how to recreate a similar collaboration, including how we worked and what we worked on. You will walk away knowing how we shared skills and resources, built credibility and equal playing fields, and delivered research insights to both our organizations from multiple perspectives and vantage points.
Seattle Cancer Care Alliance (SCCA) brings together the leading research teams and cancer specialists from Fred Hutchinson Cancer Research Center, Seattle Children's and UW Medicine. Based in Seattle, SCCA is one of the top five Adult Cancer Care facilities in the United States as ranked by U.S. News & World Report. Shay Ghassemian, User Experience Designer in Digital Health, and Katie Rehfield, Patient Experience Specialist, will be facilitating this workshop.
Premera Blue Cross is a not-for-profit health insurance company serving 2 million people across the United States. As the largest health plan in the Pacific Northwest, Premera offers a wide range of products for individuals and families, Medicare recipients, and employers ranging from small business to Fortune 100 companies. Irish Malig, Senior Manager of Experience Strategy, Robert Racadio, Design Research Manager, Design Strategists Sara Bell, Paul Braun, and Ryan Rosensweig, and Darci Brown, Healthcare Implementation Manager in Provider Experience, will all be facilitating this workshop.
Presented by Shay Ghassemian and Robert Racadio